class UTWeap_MeleeWeapon extends UTWeapon;

defaultproperties
{
	/*Begin Object Name=PickupMesh
		SkeletalMesh=SkeletalMesh'Rainbowcity_Content.zuurstok'
	End Object
 
	Begin Object Name=FirstPersonMesh
		SkeletalMesh=SkeletalMesh'Rainbowcity_Content.zuurstok'
		AnimSets(0)=AnimSet'GDC_Materials.Meshes.SwordAnimset'
		Animations=MeshSequenceA//Slice_01
	End Object*/

	Begin Object class=SkeletalMeshComponent Name=GunMesh
		SkeletalMesh=SkeletalMesh'Rainbowcity_Content.zuurstok'
		HiddenGame=FALSE 
		HiddenEditor=FALSE
		Translation=(Y=10)
    end object
    Mesh=GunMesh
    Components.Add(GunMesh)

	InstantHitDamage(0)=7.0
    InstantHitDamage(1)=7.0

	DefaultAnimSpeed=0.9
	
	AttachmentClass=class 'UTAttachment_MeleeWeapon'
 
	//PivotTranslation=(Y=25.0,Z=50)
 
	ShotCost(0)=0
	ShotCost(1)=0
 
	MessageClass=class'UTPickupMessage'
	DroppedPickupClass=class'UTDroppedPickup'
 
	MaxAmmoCount=1
	AmmoCount=1
 
	FireInterval(0)=0.9;

	WeaponRange=1000
}

simulated event SetPosition(UDKPawn Holder)
{

}

simulated function StartFire(byte FireModeNum)
{
	super.StartFire(FireModeNum);
}

simulated function TimeWeaponEquipping()
{
    AttachWeaponTo( Instigator.Mesh,'WeaponPoint' );
    super.TimeWeaponEquipping();
}

simulated function AttachWeaponTo( SkeletalMeshComponent MeshCpnt, optional Name SocketName )
{
    MeshCpnt.AttachComponentToSocket(Mesh,SocketName);
}
